Search found 60 matches
- Sun Dec 22, 2024 12:01 pm
- Forum: Modding interface requests
- Topic: support reactors & heat pipes unfreezing nothing
- Replies: 1
- Views: 208
Re: support reactors & heat pipes unfreezing nothing
I'd just like to chime in on the details of how this may be implemented, since I don't beleive making `nil` a meaningful value like this would be good. `nil` in prototypes usually means "use default value" where said default value is a value you could also set directly. Like lets say 0 was the ...
- Wed Nov 29, 2023 7:35 pm
- Forum: Duplicates
- Topic: [1.1.98] Side loading on belt has priority over items on the belt
- Replies: 2
- Views: 1278
Re: [1.1.98] Side loading on belt has priority over items on the belt
Fyi there's also this post with a little different explanation: viewtopic.php?p=439604#p439604
- Sun Jan 01, 2023 10:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.74] "autosave-slots" setting not in "The rest" GUI
- Replies: 2
- Views: 6496
[1.1.74] "autosave-slots" setting not in "The rest" GUI
What
The setting `autosave-slots` does not show in the "The Rest" settings gui.
(It's not in "Other" settings gui, which is very most likely intentional.)
Expected
The setting `autosave-slots` should show in "The Rest" settings gui.
Note
Just a sanity check: the setting does work when ...
The setting `autosave-slots` does not show in the "The Rest" settings gui.
(It's not in "Other" settings gui, which is very most likely intentional.)
Expected
The setting `autosave-slots` should show in "The Rest" settings gui.
Note
Just a sanity check: the setting does work when ...
- Fri Dec 02, 2022 12:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.73] Locale fallback groups do not work on captions or tooltips set after creation
- Replies: 3
- Views: 2696
Re: [Genhis] [1.1.73] Locale fallback groups do not work on captions or tooltips set after creation
Based on this I recognize a pattern that is probably relevant: in LuaGuiElement.add the entire structure gets converted to a PropertyTree first, including the localised string. Assigning to LuaGuiElement.caption doesn't do that, neither does game.print, neither do most things (edit: that take ...
- Thu Jan 20, 2022 2:56 pm
- Forum: Not a bug
- Topic: [1.1.53] LuaGuiElement::caption doesn't accept LuaProfiler
- Replies: 3
- Views: 1748
Re: [1.1.53] LuaGuiElement::caption doesn't accept LuaProfiler
Now knowing that it's property tree related I've done more investigating and this behavior applies in 3 cases (see https://forums.factorio.com/viewtopic.php?p=560285#p560285 ).
And for anyone finding this through search, you can actually set LuaGuiElement::caption to a LocalisedString containing ...
And for anyone finding this through search, you can actually set LuaGuiElement::caption to a LocalisedString containing ...
- Thu Jan 20, 2022 2:49 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 110840
Re: Small documentation improvement requests
LuaProfiler says "They can be used anywhere a LocalisedString is used." However there are 3 locations I found where LocalisedStrings are part of property trees causing this to not apply (meaning LuaProfilers are not usable). I'm pretty sure I've gone through and tested all data structures that can ...
- Thu Jan 20, 2022 1:45 pm
- Forum: Not a bug
- Topic: [1.1.53] LuaGuiElement::caption doesn't accept LuaProfiler
- Replies: 3
- Views: 1748
Re: [1.1.53] LuaGuiElement::caption doesn't accept LuaProfiler
I see, that makes a lot of sense. I will simply ask for a note about that on the LuaProfiler page, since the reason why I thought it was a bug was because LuaProfiler says "They can be used anywhere a LocalisedString is used."
I'll make a post in https://forums.factorio.com/viewtopic.php?f=28&t ...
I'll make a post in https://forums.factorio.com/viewtopic.php?f=28&t ...
- Thu Jan 20, 2022 1:06 am
- Forum: Not a bug
- Topic: [1.1.53] LuaGuiElement::caption doesn't accept LuaProfiler
- Replies: 3
- Views: 1748
[1.1.53] LuaGuiElement::caption doesn't accept LuaProfiler
What
When trying to assign a LocalisedString to LuaGuiElement::caption that contains or is a LuaProfiler it errors:
Value must be a string in property tree at ROOT.caption[...]
Expected
I would expect it to accept the LuaProfiler and show its elapsed time/duration. On save load I would expect ...
When trying to assign a LocalisedString to LuaGuiElement::caption that contains or is a LuaProfiler it errors:
Value must be a string in property tree at ROOT.caption[...]
Expected
I would expect it to accept the LuaProfiler and show its elapsed time/duration. On save load I would expect ...
- Mon Jan 10, 2022 4:44 pm
- Forum: Documentation Improvement Requests
- Topic: Documentation Improvement Requests
- Replies: 316
- Views: 110840
Re: Small documentation improvement requests
The description for `scroll_mode` for LuaGuiElement::scroll_to_item mentions "scroll-pane", contrary to the function's (correct) description saying "listbox".
The description for `scroll_mode` for `scroll_to_element` seems to be identical, it is correct in that case, just make sure to not break ...
The description for `scroll_mode` for `scroll_to_element` seems to be identical, it is correct in that case, just make sure to not break ...
- Wed Nov 24, 2021 2:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.47] Tips & tricks (modded) prototype error at load time
- Replies: 4
- Views: 3194
Re: [1.1.47] Tips & tricks (modded) prototype error at load time
According to my tool there are 0 (latest 1.1 releases of) mods on the portal with `unlocked-recipe` in any of their .lua files, and I believe this to be accurate.
While I agree that keeping docs up to date is important, and adding a notice in the changelog is good as well, I am incredibly happy to ...
While I agree that keeping docs up to date is important, and adding a notice in the changelog is good as well, I am incredibly happy to ...
- Tue Oct 26, 2021 1:52 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.42] Crash when getting debug info in bytecode with null local debug names
- Replies: 3
- Views: 3582
Re: [1.1.42] Crash when getting debug info in bytecode with null local debug names
Oh good point, it's not addressed in regular Lua. I'll see about reporting it to them, though I'm far less confident reporting to them.
Regardless, if it is addressed in upstream Lua, I will let you know
Regardless, if it is addressed in upstream Lua, I will let you know
- Tue Oct 19, 2021 6:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.42] Crash when getting debug info in bytecode with null local debug names
- Replies: 3
- Views: 3582
[1.1.42] Crash when getting debug info in bytecode with null local debug names
What
When Lua tries to get the debug synbol name / varname for a register it crashes if that register currently has a "local" name that is `NULL` (or 0 or nullptr, whichever you prefer).
Expected
I'd expect Lua not to crash, and I believe it is because this function assumes that all varnames ...
When Lua tries to get the debug synbol name / varname for a register it crashes if that register currently has a "local" name that is `NULL` (or 0 or nullptr, whichever you prefer).
Expected
I'd expect Lua not to crash, and I believe it is because this function assumes that all varnames ...
- Sat Aug 21, 2021 9:51 pm
- Forum: Modding help
- Topic: [1.1.38] [MOD] Space Exploration - surface.delete_chunk causes permanent freeze
- Replies: 9
- Views: 5392
Re: [1.1.38] [MOD] Space Exploration - surface.delete_chunk causes permanent freeze
We have done some profiling as a group effort in the discord and have noticed that by far the slowest mod in this case is fCPU.
You can see the report for details.
As for what you can do... well
Removing the mod, trimming and then adding the mod again isn't really an option.
So, unless i'm terribly ...
You can see the report for details.
As for what you can do... well
Removing the mod, trimming and then adding the mod again isn't really an option.
So, unless i'm terribly ...
- Fri Aug 06, 2021 5:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.35] Substation ghost dragging overlaps trying to power already covered entities
- Replies: 2
- Views: 5613
- Mon Jul 12, 2021 6:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou] [1.1.35] Substation ghost dragging overlaps trying to power already covered entities
- Replies: 2
- Views: 5613
[Lou] [1.1.35] Substation ghost dragging overlaps trying to power already covered entities
When ghost dragging substations next to unpowered entities the substation ghosts get placed too early/close to each other resulting in coverage overlap.
Example.png
Reproduction
Place entities like steam engines or assmeblers in a row, for example using this BP ...
Example.png
Reproduction
Place entities like steam engines or assmeblers in a row, for example using this BP ...
- Sun Jun 27, 2021 3:23 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.35] Crash when benchmarking without prototype history and deleted `base`
- Replies: 2
- Views: 3604
Re: [kovarex] [1.1.35] Crash when benchmarking without prototype history and deleted `base`
Nice! Really wasn't expecting a fix so this is a happy surprise
- Wed Jun 23, 2021 10:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.35] Crash when benchmarking without prototype history and deleted `base`
- Replies: 2
- Views: 3604
[kovarex] [1.1.35] Crash when benchmarking without prototype history and deleted `base`
Note
First of all i'm just reporting this to explain how it happened so you aren't confused by the auto uploaded crash report. I personally don't consider it fix-worthy. The ultimate reason it happened was because i had to create my own `base` mod in order to create a new save using `--create foo ...
First of all i'm just reporting this to explain how it happened so you aren't confused by the auto uploaded crash report. I personally don't consider it fix-worthy. The ultimate reason it happened was because i had to create my own `base` mod in order to create a new save using `--create foo ...
- Tue Jun 22, 2021 3:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.34] Smart Belt Dragging placing belts in the wrong location and or direction
- Replies: 2
- Views: 1779
Re: [kovarex] [1.1.34] Smart Belt Dragging placing belts in the wrong location and or direction
Great to hear!
I've since written a script to make other cases reproducible which seemed timing related (which are actually cursor location delta related), but i shall wait until next release to see if those have also been fixed
I've since written a script to make other cases reproducible which seemed timing related (which are actually cursor location delta related), but i shall wait until next release to see if those have also been fixed
- Thu Jun 10, 2021 8:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.34] Smart Belt Dragging placing belts in the wrong location and or direction
- Replies: 2
- Views: 1779
[kovarex] [1.1.34] Smart Belt Dragging placing belts in the wrong location and or direction
There are several cases where smart belt dragging ends up placing belts on the incorrect row or column or the belts are facing the opposite direction. These are just 3 cases i managed to reproduce.
Syntax:
starting with belts facing north (^)
. = start
^ > v < = move cursor one tile in that ...
Syntax:
starting with belts facing north (^)
. = start
^ > v < = move cursor one tile in that ...
- Mon Dec 07, 2020 3:54 am
- Forum: Modding discussion
- Topic: Wider error notice boxes?
- Replies: 6
- Views: 2931
Re: Wider error notice boxes?
Alright, well it's a mod now: https://mods.factorio.com/mod/WiderNoticeTextBoxes
It being a mod doesn't really achive what i was hoping for, but hey if people like it they can have it now.
If it changes in the game itself i'll just deprecate the mod.
It being a mod doesn't really achive what i was hoping for, but hey if people like it they can have it now.
If it changes in the game itself i'll just deprecate the mod.